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PC/CD Gamer UK 42
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PCGAMER42.bin
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quake
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chasecam
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weapons.qc
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1996-09-26
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1,834 lines
/*
*/
void (entity targ, entity inflictor, entity attacker, float damage) T_Damage;
void () player_run;
void(entity bomb, entity attacker, float rad, entity ignore) T_RadiusDamage;
void(vector org, vector vel, float damage) SpawnBlood;
void() SuperDamageSound;
/*
#####################
### chase cam mod ###
(start date, more new functions, also lines added in client.qc
they all are seperated with blank lines and have // ### chase cam mod ###
lines above them)
Rob Albin, 09 Sep 96
orig functions modified:
none
orig functions with added code:
void() W_SetCurrentAmmo =
void() ImpulseCommands =
new functions:
void() Start_chase_cam =
void() Remove_chase_cam =
void() Keep_cam_chasing_owner =
void() Toggle_chase_cam =
*/
// message protocol defines
float SVC_SETVIEWPORT = 5;
float SVC_SETVIEWANGLES = 10;
// free player entity variable
// '.float speed' bit-flag defines:
float CHSCAM_ALT = 4;
float CHSCAM_ON = 2;
float LASERTARG_ON = 1;
// #####################
// called by worldspawn
void() W_Precache =
{
precache_sound ("weapons/r_exp3.wav"); // new rocket explosion
precache_sound ("weapons/rocket1i.wav"); // spike gun
precache_sound ("weapons/sgun1.wav");
precache_sound ("weapons/guncock.wav"); // player shotgun
precache_sound ("weapons/ric1.wav"); // ricochet (used in c code)
precache_sound ("weapons/ric2.wav"); // ricochet (used in c code)
precache_sound ("weapons/ric3.wav"); // ricochet (used in c code)
precache_sound ("weapons/spike2.wav"); // super spikes
precache_sound ("weapons/tink1.wav"); // spikes tink (used in c code)
precache_sound ("weapons/grenade.wav"); // grenade launcher
precache_sound ("weapons/bounce.wav"); // grenade bounce
precache_sound ("weapons/shotgn2.wav"); // super shotgun
// ### chase cam mod ###
// precache_sound( "misc/talk.wav" );
};
float() crandom =
{
return 2*(random() - 0.5);
};
/*
================
W_FireAxe
================
*/
void() W_FireAxe =
{
local vector source;
local vector org;
source = self.origin + '0 0 16';
traceline (source, source + v_forward*64, FALSE, self);
if (trace_fraction == 1.0)
return;
org = trace_endpos - v_forward*4;
if (trace_ent.takedamage)
{
trace_ent.axhitme = 1;
SpawnBlood (org, '0 0 0', 20);
T_Damage (trace_ent, self, self, 20);
}
else
{ // hit wall
sound (self, CHAN_WEAPON, "player/axhit2.wav", 1, ATTN_NORM);
WriteByte (MSG_BROADCAST, SVC_TEMPENTITY);
WriteByte (MSG_BROADCAST, TE_GUNSHOT);
WriteCoord (MSG_BROADCAST, org_x);
WriteCoord (MSG_BROADCAST, org_y);
WriteCoord (MSG_BROADCAST, org_z);
}
};
//============================================================================
vector() wall_velocity =
{
local vector vel;
vel = normalize (self.velocity);
vel = normalize(vel + v_up*(random()- 0.5) + v_right*(random()- 0.5));
vel = vel + 2*trace_plane_normal;
vel = vel * 200;
return vel;
};
/*
================
SpawnMeatSpray
================
*/
void(vector org, vector vel) SpawnMeatSpray =
{
local entity missile, mpuff;
local vector org;
missile = spawn ();
missile.owner = self;
missile.movetype = MOVETYPE_BOUNCE;
missile.solid = SOLID_NOT;
makevectors (self.angles);
missile.velocity = vel;
missile.velocity_z = missile.velocity_z + 250 + 50*random();
missile.avelocity = '3000 1000 2000';
// set missile duration
missile.nextthink = time + 1;
missile.think = SUB_Remove;
setmodel (missile, "progs/zom_gib.mdl");
setsize (missile, '0 0 0', '0 0 0');
setorigin (missile, org);
};
/*
================
SpawnBlood
================
*/
void(vector org, vector vel, float damage) SpawnBlood =
{
particle (org, vel*0.1, 73, damage*2);
};
/*
================
spawn_touchblood
================
*/
void(float damage) spawn_touchblood =
{
local vector vel;
vel = wall_velocity () * 0.2;
SpawnBlood (self.origin + vel*0.01, vel, damage);
};
/*
================
SpawnChunk
================
*/
void(vector org, vector vel) SpawnChunk =
{
particle (org, vel*0.02, 0, 10);
};
/*
==============================================================================
MULTI-DAMAGE
Collects multiple small damages into a single damage
==============================================================================
*/
entity multi_ent;
float multi_damage;
void() ClearMultiDamage =
{
multi_ent = world;
multi_damage = 0;
};
void() ApplyMultiDamage =
{
if (!multi_ent)
return;
T_Damage (multi_ent, self, self, multi_damage);
};
void(entity hit, float damage) AddMultiDamage =
{
if (!hit)
return;
if (hit != multi_ent)
{
ApplyMultiDamage ();
multi_damage = damage;
multi_ent = hit;
}
else
multi_damage = multi_damage + damage;
};
/*
==============================================================================
BULLETS
==============================================================================
*/
/*
================
TraceAttack
================
*/
void(float damage, vector dir) TraceAttack =
{
local vector vel, org;
vel = normalize(dir + v_up*crandom() + v_right*crandom());
vel = vel + 2*trace_plane_normal;
vel = vel * 200;
org = trace_endpos - dir*4;
if (trace_ent.takedamage)
{
SpawnBlood (org, vel*0.2, damage);
AddMultiDamage (trace_ent, damage);
}
else
{
WriteByte (MSG_BROADCAST, SVC_TEMPENTITY);
WriteByte (MSG_BROADCAST, TE_GUNSHOT);
WriteCoord (MSG_BROADCAST, org_x);
WriteCoord (MSG_BROADCAST, org_y);
WriteCoord (MSG_BROADCAST, org_z);
}
};
/*
================
FireBullets
Used by shotgun, super shotgun, and enemy soldier firing
Go to the trouble of combining multiple pellets into a single damage call.
================
*/
void(float shotcount, vector dir, vector spread) FireBullets =
{
local vector direction;
local vector src;
makevectors(self.v_angle);
src = self.origin + v_forward*10;
src_z = self.absmin_z + self.size_z * 0.7;
ClearMultiDamage ();
while (shotcount > 0)
{
direction = dir + crandom()*spread_x*v_right + crandom()*spread_y*v_up;
traceline (src, src + direction*2048, FALSE, self);
if (trace_fraction != 1.0)
TraceAttack (4, direction);
shotcount = shotcount - 1;
}
ApplyMultiDamage ();
};
/*
================
W_FireShotgun
================
*/
void() W_FireShotgun =
{
local vector dir;
sound (self, CHAN_WEAPON, "weapons/guncock.wav", 1, ATTN_NORM);
self.punchangle_x = -2;
self.currentammo = self.ammo_shells = self.ammo_shells - 1;
dir = aim (self, 100000);
FireBullets (6, dir, '0.04 0.04 0');
};
/*
================
W_FireSuperShotgun
================
*/
void() W_FireSuperShotgun =
{
local vector dir;
if (self.currentammo == 1)
{
W_FireShotgun ();
return;
}
sound (self ,CHAN_WEAPON, "weapons/shotgn2.wav", 1, ATTN_NORM);
self.punchangle_x = -4;
self.currentammo = self.ammo_shells = self.ammo_shells - 2;
dir = aim (self, 100000);
FireBullets (14, dir, '0.14 0.08 0');
};
/*
==============================================================================
ROCKETS
==============================================================================
*/
void() s_explode1 = [0, s_explode2] {};
void() s_explode2 = [1, s_explode3] {};
void() s_explode3 = [2, s_explode4] {};
void() s_explode4 = [3, s_explode5] {};
void() s_explode5 = [4, s_explode6] {};
void() s_explode6 = [5, SUB_Remove] {};
void() BecomeExplosion =
{
self.movetype = MOVETYPE_NONE;
self.velocity = '0 0 0';
self.touch = SUB_Null;
setmodel (self, "progs/s_explod.spr");
self.solid = SOLID_NOT;
s_explode1 ();
};
void() T_MissileTouch =
{
local float damg;
if (other == self.owner)
return; // don't explode on owner
if (pointcontents(self.origin) == CONTENT_SKY)
{
remove(self);
return;
}
damg = 100 + random()*20;
if (other.health)
{
if (other.classname == "monster_shambler")
damg = damg * 0.5; // mostly immune
T_Damage (other, self, self.owner, damg );
}
// don't do radius damage to the other, because all the damage
// was done in the impact
T_RadiusDamage (self, self.owner, 120, other);
// sound (self, CHAN_WEAPON, "weapons/r_exp3.wav", 1, ATTN_NORM);
self.origin = self.origin - 8*normalize(self.velocity);
WriteByte (MSG_BROADCAST, SVC_TEMPENTITY);
WriteByte (MSG_BROADCAST, TE_EXPLOSION);
WriteCoord (MSG_BROADCAST, self.origin_x);
WriteCoord (MSG_BROADCAST, self.origin_y);
WriteCoord (MSG_BROADCAST, self.origin_z);
BecomeExplosion ();
};
/*
================
W_FireRocket
================
*/
void() W_FireRocket =
{
local entity missile, mpuff;
self.currentammo = self.ammo_rockets = self.ammo_rockets - 1;
sound (self, CHAN_WEAPON, "weapons/sgun1.wav", 1, ATTN_NORM);
self.punchangle_x = -2;
missile = spawn ();
missile.owner = self;
missile.movetype = MOVETYPE_FLYMISSILE;
missile.solid = SOLID_BBOX;
// set missile speed
makevectors (self.v_angle);
missile.velocity = aim(self, 1000);
missile.velocity = missile.velocity * 1000;
missile.angles = vectoangles(missile.velocity);
missile.touch = T_MissileTouch;
// set missile duration
missile.nextthink = time + 5;
missile.think = SUB_Remove;
setmodel (missile, "progs/missile.mdl");
setsize (missile, '0 0 0', '0 0 0');
setorigin (missile, self.origin + v_forward*8 + '0 0 16');
};
/*
===============================================================================
LIGHTNING
===============================================================================
*/
/*
=================
LightningDamage
=================
*/
void(vector p1, vector p2, entity from, float damage) LightningDamage =
{
local entity e1, e2;
local vector f;
f = p2 - p1;
normalize (f);
f_x = 0 - f_y;
f_y = f_x;
f_z = 0;
f = f*16;
e1 = e2 = world;
traceline (p1, p2, FALSE, self);
if (trace_ent.takedamage)
{
particle (trace_endpos, '0 0 100', 225, damage*4);
T_Damage (trace_ent, from, from, damage);
if (self.classname == "player")
{
if (other.classname == "player")
trace_ent.velocity_z = trace_ent.velocity_z + 400;
}
}
e1 = trace_ent;
traceline (p1 + f, p2 + f, FALSE, self);
if (trace_ent != e1 && trace_ent.takedamage)
{
particle (trace_endpos, '0 0 100', 225, damage*4);
T_Damage (trace_ent, from, from, damage);
}
e2 = trace_ent;
traceline (p1 - f, p2 - f, FALSE, self);
if (trace_ent != e1 && trace_ent != e2 && trace_ent.takedamage)
{
particle (trace_endpos, '0 0 100', 225, damage*4);
T_Damage (trace_ent, from, from, damage);
}
};
void() W_FireLightning =
{
local vector org;
if (self.ammo_cells < 1)
{
self.weapon = W_BestWeapon ();
W_SetCurrentAmmo ();
return;
}
// explode if under water
if (self.waterlevel > 1)
{
T_RadiusDamage (self, self, 35*self.ammo_cells, world);
self.ammo_cells = 0;
W_SetCurrentAmmo ();
return;
}
if (self.t_width < time)
{
sound (self, CHAN_WEAPON, "weapons/lhit.wav", 1, ATTN_NORM);
self.t_width = time + 0.6;
}
self.punchangle_x = -2;
self.currentammo = self.ammo_cells = self.ammo_cells - 1;
org = self.origin + '0 0 16';
traceline (org, org + v_forward*600, TRUE, self);
WriteByte (MSG_BROADCAST, SVC_TEMPENTITY);
WriteByte (MSG_BROADCAST, TE_LIGHTNING2);
WriteEntity (MSG_BROADCAST, self);
WriteCoord (MSG_BROADCAST, org_x);
WriteCoord (MSG_BROADCAST, org_y);
WriteCoord (MSG_BROADCAST, org_z);
WriteCoord (MSG_BROADCAST, trace_endpos_x);
WriteCoord (MSG_BROADCAST, trace_endpos_y);
WriteCoord (MSG_BROADCAST, trace_endpos_z);
LightningDamage (self.origin, trace_endpos + v_forward*4, self, 30);
};
//=============================================================================
void() GrenadeExplode =
{
T_RadiusDamage (self, self.owner, 120, world);
WriteByte (MSG_BROADCAST, SVC_TEMPENTITY);
WriteByte (MSG_BROADCAST, TE_EXPLOSION);
WriteCoord (MSG_BROADCAST, self.origin_x);
WriteCoord (MSG_BROADCAST, self.origin_y);
WriteCoord (MSG_BROADCAST, self.origin_z);
BecomeExplosion ();
};
void() GrenadeTouch =
{
if (other == self.owner)
return; // don't explode on owner
if (other.takedamage == DAMAGE_AIM)
{
GrenadeExplode();
return;
}
sound (self, CHAN_WEAPON, "weapons/bounce.wav", 1, ATTN_NORM); // bounce sound
if (self.velocity == '0 0 0')
self.avelocity = '0 0 0';
};
/*
================
W_FireGrenade
================
*/
void() W_FireGrenade =
{
local entity missile, mpuff;
self.currentammo = self.ammo_rockets = self.ammo_rockets - 1;
sound (self, CHAN_WEAPON, "weapons/grenade.wav", 1, ATTN_NORM);
self.punchangle_x = -2;
missile = spawn ();
missile.owner = self;
missile.movetype = MOVETYPE_BOUNCE;
missile.solid = SOLID_BBOX;
missile.classname = "grenade";
// set missile speed
makevectors (self.v_angle);
if (self.v_angle_x)
missile.velocity = v_forward*600 + v_up * 200 + crandom()*v_right*10 + crandom()*v_up*10;
else
{
missile.velocity = aim(self, 10000);
missile.velocity = missile.velocity * 600;
missile.velocity_z = 200;
}
missile.avelocity = '300 300 300';
missile.angles = vectoangles(missile.velocity);
missile.touch = GrenadeTouch;
// set missile duration
missile.nextthink = time + 2.5;
missile.think = GrenadeExplode;
setmodel (missile, "progs/grenade.mdl");
setsize (missile, '0 0 0', '0 0 0');
setorigin (missile, self.origin);
};
//=============================================================================
void() spike_touch;
void() superspike_touch;
/*
===============
launch_spike
Used for both the player and the ogre
===============
*/
void(vector org, vector dir) launch_spike =
{
newmis = spawn ();
newmis.owner = self;
newmis.movetype = MOVETYPE_FLYMISSILE;
newmis.solid = SOLID_BBOX;
newmis.angles = vectoangles(dir);
newmis.touch = spike_touch;
newmis.classname = "spike";
newmis.think = SUB_Remove;
newmis.nextthink = time + 6;
setmodel (newmis, "progs/spike.mdl");
setsize (newmis, VEC_ORIGIN, VEC_ORIGIN);
setorigin (newmis, org);
newmis.velocity = dir * 1000;
};
void() W_FireSuperSpikes =
{
local vector dir;
local entity old;
sound (self, CHAN_WEAPON, "weapons/spike2.wav", 1, ATTN_NORM);
self.attack_finished = time + 0.2;
self.currentammo = self.ammo_nails = self.ammo_nails - 2;
dir = aim (self, 1000);
launch_spike (self.origin + '0 0 16', dir);
newmis.touch = superspike_touch;
setmodel (newmis, "progs/s_spike.mdl");
setsize (newmis, VEC_ORIGIN, VEC_ORIGIN);
self.punchangle_x = -2;
};
void(float ox) W_FireSpikes =
{
local vector dir;
local entity old;
makevectors (self.v_angle);
if (self.ammo_nails >= 2 && self.weapon == IT_SUPER_NAILGUN)
{
W_FireSuperSpikes ();
return;
}
if (self.ammo_nails < 1)
{
self.weapon = W_BestWeapon ();
W_SetCurrentAmmo ();
return;
}
sound (self, CHAN_WEAPON, "weapons/rocket1i.wav", 1, ATTN_NORM);
self.attack_finished = time + 0.2;
self.currentammo = self.ammo_nails = self.ammo_nails - 1;
dir = aim (self, 1000);
launch_spike (self.origin + '0 0 16' + v_right*ox, dir);
self.punchangle_x = -2;
};
.float hit_z;
void() spike_touch =
{
local float rand;
if (other == self.owner)
return;
if (other.solid == SOLID_TRIGGER)
return; // trigger field, do nothing
if (pointcontents(self.origin) == CONTENT_SKY)
{
remove(self);
return;
}
// hit something that bleeds
if (other.takedamage)
{
spawn_touchblood (9);
T_Damage (other, self, self.owner, 9);
}
else
{
WriteByte (MSG_BROADCAST, SVC_TEMPENTITY);
if (self.classname == "wizspike")
WriteByte (MSG_BROADCAST, TE_WIZSPIKE);
else if (self.classname == "knightspike")
WriteByte (MSG_BROADCAST, TE_KNIGHTSPIKE);
else
WriteByte (MSG_BROADCAST, TE_SPIKE);
WriteCoord (MSG_BROADCAST, self.origin_x);
WriteCoord (MSG_BROADCAST, self.origin_y);
WriteCoord (MSG_BROADCAST, self.origin_z);
}
remove(self);
};
void() superspike_touch =
{
local float rand;
if (other == self.owner)
return;
if (other.solid == SOLID_TRIGGER)
return; // trigger field, do nothing
if (pointcontents(self.origin) == CONTENT_SKY)
{
remove(self);
return;
}
// hit something that bleeds
if (other.takedamage)
{
spawn_touchblood (18);
T_Damage (other, self, self.owner, 18);
}
else
{
WriteByte (MSG_BROADCAST, SVC_TEMPENTITY);
WriteByte (MSG_BROADCAST, TE_SUPERSPIKE);
WriteCoord (MSG_BROADCAST, self.origin_x);
WriteCoord (MSG_BROADCAST, self.origin_y);
WriteCoord (MSG_BROADCAST, self.origin_z);
}
remove(self);
};
/*
===============================================================================
PLAYER WEAPON USE
===============================================================================
*/
void() W_SetCurrentAmmo =
{
player_run (); // get out of any weapon firing states
self.items = self.items - ( self.items & (IT_SHELLS | IT_NAILS | IT_ROCKETS | IT_CELLS) );
if (self.weapon == IT_AXE)
{
self.currentammo = 0;
self.weaponmodel = "progs/v_axe.mdl";
self.weaponframe = 0;
}
else if (self.weapon == IT_SHOTGUN)
{
self.currentammo = self.ammo_shells;
self.weaponmodel = "progs/v_shot.mdl";
self.weaponframe = 0;
self.items = self.items | IT_SHELLS;
}
else if (self.weapon == IT_SUPER_SHOTGUN)
{
self.currentammo = self.ammo_shells;
self.weaponmodel = "progs/v_shot2.mdl";
self.weaponframe = 0;
self.items = self.items | IT_SHELLS;
}
else if (self.weapon == IT_NAILGUN)
{
self.currentammo = self.ammo_nails;
self.weaponmodel = "progs/v_nail.mdl";
self.weaponframe = 0;
self.items = self.items | IT_NAILS;
}
else if (self.weapon == IT_SUPER_NAILGUN)
{
self.currentammo = self.ammo_nails;
self.weaponmodel = "progs/v_nail2.mdl";
self.weaponframe = 0;
self.items = self.items | IT_NAILS;
}
else if (self.weapon == IT_GRENADE_LAUNCHER)
{
self.currentammo = self.ammo_rockets;
self.weaponmodel = "progs/v_rock.mdl";
self.weaponframe = 0;
self.items = self.items | IT_ROCKETS;
}
else if (self.weapon == IT_ROCKET_LAUNCHER)
{
self.currentammo = self.ammo_rockets;
self.weaponmodel = "progs/v_rock2.mdl";
self.weaponframe = 0;
self.items = self.items | IT_ROCKETS;
}
else if (self.weapon == IT_LIGHTNING)
{
self.currentammo = self.ammo_cells;
self.weaponmodel = "progs/v_light.mdl";
self.weaponframe = 0;
self.items = self.items | IT_CELLS;
}
else
{
self.currentammo = 0;
self.weaponmodel = "";
self.weaponframe = 0;
}
// ### chase cam mod ###
if ( (self.speed & CHSCAM_ON) )
{
self.weaponmodel = "";
self.weaponframe = 0;
}
};
float() W_BestWeapon =
{
local float it;
it = self.items;
if(self.ammo_cells >= 1 && (it & IT_LIGHTNING) )
return IT_LIGHTNING;
else if(self.ammo_nails >= 2 && (it & IT_SUPER_NAILGUN) )
return IT_SUPER_NAILGUN;
else if(self.ammo_shells >= 2 && (it & IT_SUPER_SHOTGUN) )
return IT_SUPER_SHOTGUN;
else if(self.ammo_nails >= 1 && (it & IT_NAILGUN) )
return IT_NAILGUN;
else if(self.ammo_shells >= 1 && (it & IT_SHOTGUN) )
return IT_SHOTGUN;
/*
if(self.ammo_rockets >= 1 && (it & IT_ROCKET_LAUNCHER) )
return IT_ROCKET_LAUNCHER;
else if(self.ammo_rockets >= 1 && (it & IT_GRENADE_LAUNCHER) )
return IT_GRENADE_LAUNCHER;
*/
return IT_AXE;
};
float() W_CheckNoAmmo =
{
if (self.currentammo > 0)
return TRUE;
if (self.weapon == IT_AXE)
return TRUE;
self.weapon = W_BestWeapon ();
W_SetCurrentAmmo ();
// drop the weapon down
return FALSE;
};
/*
============
W_Attack
An attack impulse can be triggered now
============
*/
void() player_axe1;
void() player_axeb1;
void() player_axec1;
void() player_axed1;
void() player_shot1;
void() player_nail1;
void() player_light1;
void() player_rocket1;
void() W_Attack =
{
local float r;
if (!W_CheckNoAmmo ())
return;
makevectors (self.v_angle); // calculate forward angle for velocity
self.show_hostile = time + 1; // wake monsters up
if (self.weapon == IT_AXE)
{
sound (self, CHAN_WEAPON, "weapons/ax1.wav", 1, ATTN_NORM);
r = random();
if (r < 0.25)
player_axe1 ();
else if (r<0.5)
player_axeb1 ();
else if (r<0.75)
player_axec1 ();
else
player_axed1 ();
self.attack_finished = time + 0.5;
}
else if (self.weapon == IT_SHOTGUN)
{
player_shot1 ();
W_FireShotgun ();
self.attack_finished = time + 0.5;
}
else if (self.weapon == IT_SUPER_SHOTGUN)
{
player_shot1 ();
W_FireSuperShotgun ();
self.attack_finished = time + 0.7;
}
else if (self.weapon == IT_NAILGUN)
{
player_nail1 ();
}
else if (self.weapon == IT_SUPER_NAILGUN)
{
player_nail1 ();
}
else if (self.weapon == IT_GRENADE_LAUNCHER)
{
player_rocket1();
W_FireGrenade();
self.attack_finished = time + 0.6;
}
else if (self.weapon == IT_ROCKET_LAUNCHER)
{
player_rocket1();
W_FireRocket();
self.attack_finished = time + 0.8;
}
else if (self.weapon == IT_LIGHTNING)
{
player_light1();
self.attack_finished = time + 0.1;
sound (self, CHAN_AUTO, "weapons/lstart.wav", 1, ATTN_NORM);
}
};
/*
============
W_ChangeWeapon
============
*/
void() W_ChangeWeapon =
{
local float it, am, fl;
it = self.items;
am = 0;
if (self.impulse == 1)
{
fl = IT_AXE;
}
else if (self.impulse == 2)
{
fl = IT_SHOTGUN;
if (self.ammo_shells < 1)
am = 1;
}
else if (self.impulse == 3)
{
fl = IT_SUPER_SHOTGUN;
if (self.ammo_shells < 2)
am = 1;
}
else if (self.impulse == 4)
{
fl = IT_NAILGUN;
if (self.ammo_nails < 1)
am = 1;
}
else if (self.impulse == 5)
{
fl = IT_SUPER_NAILGUN;
if (self.ammo_nails < 2)
am = 1;
}
else if (self.impulse == 6)
{
fl = IT_GRENADE_LAUNCHER;
if (self.ammo_rockets < 1)
am = 1;
}
else if (self.impulse == 7)
{
fl = IT_ROCKET_LAUNCHER;
if (self.ammo_rockets < 1)
am = 1;
}
else if (self.impulse == 8)
{
fl = IT_LIGHTNING;
if (self.ammo_cells < 1)
am = 1;
}
self.impulse = 0;
if (!(self.items & fl))
{ // don't have the weapon or the ammo
sprint (self, "no weapon.\n");
return;
}
if (am)
{ // don't have the ammo
sprint (self, "not enough ammo.\n");
return;
}
//
// set weapon, set ammo
//
self.weapon = fl;
W_SetCurrentAmmo ();
};
/*
============
CheatCommand
============
*/
void() CheatCommand =
{
if (deathmatch || coop)
return;
self.ammo_rockets = 100;
self.ammo_nails = 200;
self.ammo_shells = 100;
self.items = self.items |
IT_AXE |
IT_SHOTGUN |
IT_SUPER_SHOTGUN |
IT_NAILGUN |
IT_SUPER_NAILGUN |
IT_GRENADE_LAUNCHER |
IT_ROCKET_LAUNCHER |
IT_KEY1 | IT_KEY2;
self.ammo_cells = 200;
self.items = self.items | IT_LIGHTNING;
self.weapon = IT_ROCKET_LAUNCHER;
self.impulse = 0;
W_SetCurrentAmmo ();
};
/*
============
CycleWeaponCommand
Go to the next weapon with ammo
============
*/
void() CycleWeaponCommand =
{
local float it, am;
it = self.items;
self.impulse = 0;
while (1)
{
am = 0;
if (self.weapon == IT_LIGHTNING)
{
self.weapon = IT_AXE;
}
else if (self.weapon == IT_AXE)
{
self.weapon = IT_SHOTGUN;
if (self.ammo_shells < 1)
am = 1;
}
else if (self.weapon == IT_SHOTGUN)
{
self.weapon = IT_SUPER_SHOTGUN;
if (self.ammo_shells < 2)
am = 1;
}
else if (self.weapon == IT_SUPER_SHOTGUN)
{
self.weapon = IT_NAILGUN;
if (self.ammo_nails < 1)
am = 1;
}
else if (self.weapon == IT_NAILGUN)
{
self.weapon = IT_SUPER_NAILGUN;
if (self.ammo_nails < 2)
am = 1;
}
else if (self.weapon == IT_SUPER_NAILGUN)
{
self.weapon = IT_GRENADE_LAUNCHER;
if (self.ammo_rockets < 1)
am = 1;
}
else if (self.weapon == IT_GRENADE_LAUNCHER)
{
self.weapon = IT_ROCKET_LAUNCHER;
if (self.ammo_rockets < 1)
am = 1;
}
else if (self.weapon == IT_ROCKET_LAUNCHER)
{
self.weapon = IT_LIGHTNING;
if (self.ammo_cells < 1)
am = 1;
}
if ( (self.items & self.weapon) && am == 0)
{
W_SetCurrentAmmo ();
return;
}
}
};
/*
============
ServerflagsCommand
Just for development
============
*/
void() ServerflagsCommand =
{
serverflags = serverflags * 2 + 1;
};
void() QuadCheat =
{
if (deathmatch || coop)
return;
self.super_time = 1;
self.super_damage_finished = time + 30;
self.items = self.items | IT_QUAD;
dprint ("quad cheat\n");
};
void() ID =
{
};
// #####################
// ### chase cam mod ###
// main code block
void() Keep_cam_chasing_owner;
void( float opt ) Remove_chase_cam;
// defaults reset every time level starts
float chasecam_alt, chasecam_dist = 72, chasecam_zofs = 24;
// Resets weapon model after changing view
// called by chase cam or player entities
void( entity player_ent ) Chase_cam_setweapon =
{
local entity e;
e = self;
self = player_ent;
W_SetCurrentAmmo ();
self = e;
};
// called either by player or chase cam entities (to restart)
void( entity cam_owner ) Start_chase_cam =
{
local entity chase_cam;
chase_cam = spawn();
chase_cam.owner=cam_owner;
// turn on bit-flag
chase_cam.owner.speed = chase_cam.owner.speed | CHSCAM_ON;
chase_cam.solid = SOLID_NOT;
chase_cam.movetype = MOVETYPE_FLYMISSILE;
chase_cam.angles = chase_cam.owner.angles;
setmodel (chase_cam, "progs/eyes.mdl" );
setsize (chase_cam, '0 0 0', '0 0 0');
setorigin( chase_cam, chase_cam.owner.origin );
chase_cam.classname = "chase_cam";
chase_cam.nextthink = time + 0.1;
chase_cam.think = Keep_cam_chasing_owner;
msg_entity = chase_cam.owner; // target of message
WriteByte (MSG_ONE, SVC_SETVIEWPORT);
WriteEntity (MSG_ONE, chase_cam); // view port
Chase_cam_setweapon( cam_owner );
// distance clipping
chase_cam.ammo_shells = chasecam_dist;
// offset choice
chase_cam.ammo_cells = 0;
};
// secondary think for cam entities
void() Reable_chase_cam =
{
self.nextthink = time + 0.1;
// debug
// sprint( self.owner, "Reable_chase_cam was called\n" );
// clears bug of not being able to hit fire to restart
// after dying in water
if (self.owner.health <= 0)
{
remove( self );
return;
}
if ( self.owner.waterlevel )
return;
Start_chase_cam( self.owner );
remove( self );
};
// called only by chase cam entities
// opt values
// TRUE = remove completely
// FALSE = remove view but keep alive with Reable_chase_cam();
void( float opt ) Remove_chase_cam =
{
// turn off bit-flag
if ( (self.owner.speed & CHSCAM_ON) )
self.owner.speed = self.owner.speed - CHSCAM_ON;
// makes entity appear gone even if going into keep alive state
setmodel( self, "" );
self.velocity = '0 0 0';
// set view-point back to normal
msg_entity = self.owner; // target of message
WriteByte (MSG_ONE, SVC_SETVIEWPORT);
WriteEntity (MSG_ONE, self.owner); // view port
Chase_cam_setweapon( self.owner );
if ( !opt )
{
self.nextthink = time + 0.1;
self.think = Reable_chase_cam;
}
else
remove( self );
};
/*
###########
main think function for cam entities
self.ammo_shells = distance clipping
self.ammo_nails = hang-up flag
self.ammo_cells = view offset direction
0 = up
1 = left
2 = right
###########
*/
void() Keep_cam_chasing_owner =
{
local vector spot2, dir;
local float dist, cap;
local float f_f, f_r;
self.nextthink = time + 0.1;
// check if player turned off
// or in water
if (! (self.owner.speed & CHSCAM_ON))
{
Remove_chase_cam( TRUE );
return;
}
if ( self.owner.waterlevel )
{
if (self.owner.health > 0)
{
Remove_chase_cam( FALSE );
return;
}
}
// get player velocity relative to player's
// current yaw
// f_f (based on running calcs (maxspeed = 400)
// (back ~= 640, forward ~= 0)
// f_r
// (left ~= 640, right ~= 0)
dir_y = self.owner.v_angle_y;
makevectors( dir );
f_f = vlen( (v_forward * 320) - self.owner.velocity );
f_r = vlen( (v_right * 320) - self.owner.velocity );
// held for use after second makevectors call for
// v_forward based only on yaw
dir = v_forward;
/*
local string s;
sprint( self.owner, "\n\n f_f = " );
s = ftos( f_f );
sprint( self.owner, s );
sprint( self.owner, "\n f_r = " );
s = ftos( f_r );
sprint( self.owner, s );
sprint( self.owner, "\n" );
*/
if (self.owner.speed & CHSCAM_ALT)
{
if (f_f < 160 || self.owner.v_angle_x < -45)
self.ammo_cells = 0;
else if (f_r < 80)
self.ammo_cells = 1;
else if (f_r > 560)
self.ammo_cells = 2;
}
else
self.ammo_cells = 0;
makevectors( self.owner.v_angle );
// set spot before clipping
spot2 = self.owner.origin - (v_forward * self.ammo_shells);
if (!self.ammo_cells)
{
if (self.owner.v_angle_x > 16)
{
// dir is first v_forward based on yaw only
spot2 = spot2 + (dir * (self.owner.v_angle_x - 16) );
cap = chasecam_zofs - ((self.owner.v_angle_x - 16) * 0.2);
if (cap < 0) cap = 0;
spot2_z = spot2_z + cap;
}
else
spot2_z = spot2_z + chasecam_zofs;
}
else if (self.ammo_cells == 1)
spot2 = spot2 - (v_right * (chasecam_zofs));
else
spot2 = spot2 + (v_right * (chasecam_zofs));
traceline (self.owner.origin, spot2, FALSE, self.owner);
// avoids most hang-ups along walls
spot2 = trace_endpos + ( v_forward * 2 );
// for fading from walls and up-aim auto rising
self.ammo_shells = 10 + vlen(trace_endpos - self.owner.origin);
// clip from ceiling if too close
traceline (spot2, spot2 + '0 0 32', FALSE, self.owner );
if (trace_fraction < 1 )
{
dir = trace_endpos - '0 0 32';
traceline (spot2, spot2 - '0 0 32', FALSE, self.owner );
if (trace_fraction == 1)
spot2 = dir;
}
dir = normalize(spot2 - self.origin);
dist = vlen(spot2 - self.origin);
traceline( self.origin, spot2, FALSE, self.owner );
if ( trace_fraction == 1 )
{
self.angles = self.owner.angles;
cap = dist * 0.2;
if (cap > 5.2)
self.velocity = dir * dist * 5.2;
else if (cap > 1)
self.velocity = dir * dist * cap;
else
self.velocity = dir * dist;
// tighten up if owner running backwards
if ( f_f > 560)
{
self.velocity = self.velocity * 2;
}
}
else
setorigin( self, spot2 );
// fade back from walls
self.ammo_shells = self.ammo_shells + 4;
if (self.ammo_shells > chasecam_dist)
self.ammo_shells = chasecam_dist;
// respawn if missile ent. get's hung up
if( self.oldorigin == self.origin )
{
if( dist > 30 )
self.ammo_nails = self.ammo_nails + 1;
}
if( self.ammo_nails > 3 )
{
Start_chase_cam( self.owner );
remove( self );
return;
}
self.oldorigin = self.origin;
};
// called by player only
void() Toggle_chase_cam =
{
if( (self.speed & CHSCAM_ON) )
{
// will be noticed by next think
// of player's chase cam entity
self.speed = self.speed - CHSCAM_ON;
}
else
{
Start_chase_cam( self );
}
};
// called by player only
void() Toggle_chase_type =
{
if( (self.speed & CHSCAM_ALT) )
{
self.speed = self.speed - CHSCAM_ALT;
sprint( self, "View tracking: normal\n" );
}
else
{
self.speed = self.speed | CHSCAM_ALT;
sprint( self, "View tracking: strafeing\n" );
}
};
////////////////////////////////////////////
// laser targeter functions
/*
void () SDR_SightThink =
{
local vector org;
makevectors(self.owner.v_angle);
org = self.owner.origin + v_up*16;
traceline (org, org + v_forward*2048, FALSE, self);
if (trace_fraction == 1.0)
{
// move sight inside player if can hit anything
setorigin(self, self.owner.origin );
return;
}
// check if target is damageable and set proper model
if (trace_ent.takedamage)
setmodel (self, "progs/cross2.mdl");
else
setmodel (self, "progs/cross1.mdl");
// move sight at line of sight collision
self.angles = vectoangles(v_forward);
setorigin(self, trace_endpos );
// mark think to update sight position
self.nextthink = time + 0.05;
};
*/
/*
void () SDR_SightMake =
{
local entity cross;
self.sight_out = TRUE;
cross = spawn ();
cross.owner = self;
cross.movetype = MOVETYPE_NOCLIP;
cross.solid = SOLID_NOT;
setmodel (cross, "progs/cross1.mdl");
cross.classname = "laser_sight";
setorigin( cross, self.origin );
cross.think = SDR_SightThink;
cross.nextthink = time + 0.05;
};
*/
// targeter ent. think function
void() LaserTargeterTrack = {
local vector dir, src;
if (! (self.owner.speed & LASERTARG_ON))
{
remove( self );
return;
}
makevectors( self.owner.v_angle );
src = self.owner.origin;
src = self.owner.origin + v_forward * 10;
src_z = self.owner.absmin_z + self.owner.size_z * 0.7;
dir = aim( self.owner, 100000 );
traceline( src, src + dir * 320, FALSE, self.owner);
src = 0.1 * src + 0.9 * trace_endpos;
setorigin( self, src );
self.nextthink = time + 0.1;
};
void( entity targ_owner ) LaserTargeterToggle =
{
local entity e;
if( (targ_owner.speed & LASERTARG_ON) )
targ_owner.speed = targ_owner.speed - LASERTARG_ON;
else
{
targ_owner.speed = targ_owner.speed | LASERTARG_ON;
e = spawn();
e.owner = targ_owner;
e.movetype = MOVETYPE_NONE;
e.solid = SOLID_NOT;
setmodel( e, "progs/s_bubble.spr" );
setsize( e, VEC_ORIGIN, VEC_ORIGIN );
setorigin( e, e.owner.origin );
e.nextthink = time + 0.1;
e.think = LaserTargeterTrack;
}
};
////////////////////////////////////////////
void() Chase_cam_lvlstart_think =
{
local string s;
if ( (self.owner.speed & CHSCAM_ON) )
Start_chase_cam( self.owner );
if ( (self.owner.speed & LASERTARG_ON) )
{
self.owner.speed = self.owner.speed - LASERTARG_ON;
LaserTargeterToggle( self.owner );
}
remove( self );
};
// called in CLIENT.QC by void() PutClientInServer
// player.speed is set and saved between levels using parm16
// in CLIENT.QC
void() Chase_cam_level_start =
{
local entity e;
e = spawn();
e.owner = self;
e.movetype = MOVETYPE_NONE;
e.solid = SOLID_NOT;
setmodel( e, "" );
setsize( e, VEC_ORIGIN, VEC_ORIGIN );
setorigin( e, e.owner.origin );
e.nextthink = time + 0.2;
e.think = Chase_cam_lvlstart_think;
};
// ### chase cam mod ###
// #####################
// ######################
// ### Multiskin v1.1 ###
void( float imp ) Choose_multiskin =
{
if (imp == 200)
{
self.skin = self.skin + 1;
if (self.skin == 19)
self.skin = 0;
}
else
{
self.skin = self.skin - 1;
if (self.skin == -1)
self.skin = 18;
}
if (self.skin == 0)
centerprint(self, "SKIN: the Good Guy Himself (1)");
else if (self.skin == 1)
centerprint(self, "SKIN: Duke Nukem 3d (2)");
else if (self.skin == 2)
centerprint(self, "SKIN: Mr. Toad (3)");
else if (self.skin == 3)
centerprint(self, "SKIN: the Stormtrooper (4)");
else if (self.skin == 4)
centerprint(self, "SKIN: Max (5)");
else if (self.skin == 5)
centerprint(self, "SKIN: the Terminator (6)");
else if (self.skin == 6)
centerprint(self, "SKIN: Judge Dredd (7)");
else if (self.skin == 7)
centerprint(self, "SKIN: Camouflaged soldier (8)");
else if (self.skin == 8)
centerprint(self, "SKIN: Captain Picard (9)");
else if (self.skin == 9)
centerprint(self, "SKIN: the Wizzard (10)");
else if (self.skin == 10)
centerprint(self,"SKIN: the Predator (11)");
else if (self.skin == 11)
centerprint(self,"SKIN: Skeleton (12)");
else if (self.skin == 12)
centerprint(self,"SKIN: Wan-Fu (13)");
else if (self.skin == 13)
centerprint(self,"SKIN: Henry Rollins (14)");
else if (self.skin == 14)
centerprint(self,"SKIN: He-Man (15)");
else if (self.skin == 15)
centerprint(self,"SKIN: Boba (16)");
else if (self.skin == 16)
centerprint(self,"SKIN: Superman (17)");
else if (self.skin == 17)
centerprint(self,"SKIN: NYPD Cop (18)");
else if (self.skin == 18)
centerprint(self,"SKIN: Red/Yellow women dude (19)");
};
// ### Multiskin v1.1 ###
// ######################
/*
============
ImpulseCommands
============
*/
void() ImpulseCommands =
{
if (self.impulse >= 1 && self.impulse <= 8)
W_ChangeWeapon ();
else if (self.impulse == 9)
CheatCommand ();
else if (self.impulse == 10)
CycleWeaponCommand ();
else if (self.impulse == 11)
ServerflagsCommand ();
// ### chase cam mods ###
else if ( self.impulse == 30)
Toggle_chase_cam(); // Toggle view
else if ( self.impulse == 31) // laser targeter toggle
LaserTargeterToggle( self );
else if ( self.impulse == 32)
Toggle_chase_type(); // Toggle alternate 'strafe' style
// tracking
// ### Multiskin v1.1 ###
else if ( self.impulse == 200 || self.impulse == 201 )
Choose_multiskin( self.impulse );
else if (self.impulse == 255)
QuadCheat ();
self.impulse = 0;
};
/*
============
W_WeaponFrame
Called every frame so impulse events can be handled as well as possible
============
*/
void() W_WeaponFrame =
{
if (time < self.attack_finished)
return;
ImpulseCommands ();
// check for attack
if (self.button0)
{
SuperDamageSound ();
W_Attack ();
}
};
/*
========
SuperDamageSound
Plays sound if needed
========
*/
void() SuperDamageSound =
{
if (self.super_damage_finished > time)
{
if (self.super_sound < time)
{
self.super_sound = time + 1;
sound (self, CHAN_BODY, "items/damage3.wav", 1, ATTN_NORM);
}
}
return;
};